When you have partial concealment, creatures suffer a -2 penalty to spot you or perform ranged attacks against you, and you gain a +2 bonus to Stealth checks. It is possible to have partial concealment from some creatures and not others - for example, if you are standing next to a translucent rice-paper wall, you have partial concealment against creatures on the other side of the wall, but not against creatures on the same side of the wall as you.

When you have total concealment, creatures suffer a -5 penalty to spot you or perform any attacks against you, and you gain a +5 bonus to Stealth checks. It is possible to be hidden from some creatures and not others - for example, if you are in total darkness, you have total concealment from creatures that rely on normal vision to see, but not against creatures with darkvision.

When you are hidden, you have total concealment. Additionally, creatures who wish to perform ranged attacks against you must guess what space you are in before making the attack; if they target the wrong space, the attack automatically misses. It is possible to be hidden from some creatures and not others - for example, if you are invisible, you are hidden from creatures that rely on normal vision to see, but not against creatures with blindsight.

When you are prone, you are lying on the ground. Being prone is considered a stance, so if you are knocked prone you automatically end any other stance you were in. You may choose to enter the prone stance voluntarily as an immediate action. Unlike other stances, you do not make checks to maintain the stance if you take damage, and effects which would force you to end a stance do not cause you to stop being prone unless they explicitly say so - once you are prone you stay prone until you can stand back up.

While you are prone, you grant advantage to all adjacent creatures and may not shift, but gain a +2 bonus to all defenses vs. ranged attacks. You suffer a -2 penalty to attacks and cannot gain advantage. You may crawl half your speed as a move action, or may stand up as a move action to end the prone stance.

While you are slowed, each space of movement costs double. Most effects that slow a creature for more than one turn allow that creature to make an Endurance check to shrug it off at the end of each turn.

A grab is a relational status effect - that is, a character may grab another creature, or may be grabbed by another creature.

While you are grabbed, your speed is reduced to 0, you suffer a -2 penalty to all attacks, and you grant advantage to all enemies except the creature who grabbed you. At the end of each turn, you may make an Athletics VS Fortitude or Acrobatics VS Reflex check to break free.

While you are grabbing another creature, you must use at least one arm to maintain the grab, and must remain adjacent to the grabbed creature or release the grab. As a move action, you may move up to one pace, then pull the grabbed creature into an adjacent space.

Certain attacks might cause you to suffer from ongoing damage. At the end of each turn that you suffer from an ongoing damage effect, you make an Endurance check to shrug it off, then suffer any remaining effects. Until you shrug the effect off, you grant advantage while suffering from an ongoing damage effect.

If you fail an attempt to shrug off or dispel ongoing petrification damage while you are wounded, you become slowed. If you are already wounded and slowed, you become immobilized and gain resistance to all damage. If you are already wounded and immobilized, you are petrified.

Some attacks - including the bites or stings of many creatures - deal ongoing poison damage each turn until you shrug it off. Certain poisons will cause secondary status effects as well, such as weakened or blinded. Unless otherwise specified, these conditions end when you shrug off the ongoing damage.

When you are on fire, you take ongoing fire damage until you shrug it off. If the fire was magical in nature, you may instead attempt to dispel the ongoing damage rather than shrug it off. While you are on fire, you may not attempt to hide or otherwise benefit from total concealment in any way.

A Mark is a relational status effect - that is, a character may mark another creature, or may be marked by another creature.

When you are marked by a creature, you suffer some kind of penalty or punishment when you do attack creatures other than the one marking you; the nature of that penalty or punishment depends on the effect that marked you.

Domination is a relational status effect - that is, a character may dominate another creature, or may be dominated by another creature.

When you are dominated by a creature, that creature controls your actions. He may choose a single at-willstandard action, move action or immediate action to perform during each of your turns. You may perform no other actions while you remain dominated.

When you are surprised, you grant advantage to all creatures whose initiative rolls for the encounter are higher than your own, and may not perform immediate action or free action responses to any other character's action. You normally lose surprise as soon as your next turn begins. Some encounters will begin with one side or the other surprised, based on actions taken before or during the start of the encounter.

When you are stunned, you may only take a single free action on your turn. You may not take any other actions or responses except for automatic reactions, and you grant advantage to all creatures. You end any voluntary stance you were in.

You are bloodied whenever you have only half of your hit points remaining or less, and remain bloodied until your hit points rise above half your maximum. Certain tactics and conditions are affected by the bloodied condition.

When you fling a creature, you immediately move it that number of paces. Each space that you move it through must be further away from the origin of the flinging effect than the previous space. If you fling a creature into a space adjacent to a solid obstacle or another small or larger creature, you may immediately end the forced movement and deal 1d6 falling damage per space of forced movement that you had remaining from the fling effect.

Vulnerability is the opposite of Resistance. When you have vulnerability to a damage type, you automatically take the maximum possible damage from any effect of that damage type - treat the attack as if it rolled the maximum possible result on each damage die when applying your damage only. Additionally, the attack is automatically considered a critical hit.

If two effects would grant you vulnerability and resistance to a damage type, the vulnerability and resistance cancel out - treat all damage of that type as normal. If you would gain vulnerability to a damage type you have immunity to, you are considered to have resistance to that damage type instead.

Resistance is the opposite of vulnerability, and a weaker form of immunity. When you have resistance to a damage type, you reduce all damage of that damage type by half. If the effect achieves a critical hit or inflicts a condition, ignore the critical hit or condition, but also ignore your resistance - the two effectively cancel out.

If two effects would grant you vulnerability and resistance to a damage type, the vulnerability and resistance cancel out - treat all damage of that type as normal. On the other hand, if two different effects each grant you resistance to the same damage type, they do not combine into immunity - you merely continue to have resistance.

Immunity is a stronger form of resistance. When you have immunity to a damage type, you reduce all damage of that damage type to zero, and ignore any status effects that would be applied from a damaging effect that deals that damage type. If the effect achieves a critical hit or inflicts an arcane affliction, ignore the critical hit or affliction, but reduce your immunity to resistance instead.